Starting as a lv1 divine soul. Gonna be lore bard later but shh. Doing mainly contol, but also support. What spells should I take? Also what damage cantrip so I'm not useless for dpr?
For damaging cantrips, it's kind of hard to go wrong. Any one of firebolt, ray of frost, chill touch, sacred flame, or toll the dead will do just fine. It's not a bad idea to have two offensive cantrips, ideally being two different damage types and targeting different defenses (i.e. different saves or a save and an attack roll), it's not strictly necessary IMO.
For spells, you're a little short at first level, having only three counting your Divine Magic spell, but you'll probably want one defensive spell, like mage armor or shield, one healing spell, like cure wounds or healing word, and one offensive or control/support spell, like guiding bolt, bless, or bane. Your limited spells known make it tempting to skip out on the defensive spell, but IMO 1st and 2nd level are the most dangerous levels for your character, so I personally wouldn't, but YMMV.
Guiding bolt is a great 1st level spell, radiant damage to hit. I would use it as your 'big gun' till you hit 3rd level.
Defense wise, get Shield. Saves your butt more than any other spell.
You get Cure Light Wounds for free, and those are your 1st levelled.
Cantrips:
Toll of the dead, a Wisdom save for 1d12 necrotic (if they are wounded, else 1d8). nice symmetry necrotic and Radiant
You want at least 2 of the best non-damaging cantrips: Guidance, Light (if you don't have darkvision this is almost neccessary), Mage Hand, and Minor Illusion. Can't go wrong with any of them.
That leaves 1 up in the air. I suggest an attack that can be used defensively. Gust does no damage, but it is a save or back up 5 ft spell. The rest do damage plus something else: Create bonfire works well to block a space, Frostbite grants disadvantage, and Ray of Frost reduces their speed by 10 ft.
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Starting as a lv1 divine soul. Gonna be lore bard later but shh. Doing mainly contol, but also support. What spells should I take? Also what damage cantrip so I'm not useless for dpr?
For damaging cantrips, it's kind of hard to go wrong. Any one of firebolt, ray of frost, chill touch, sacred flame, or toll the dead will do just fine. It's not a bad idea to have two offensive cantrips, ideally being two different damage types and targeting different defenses (i.e. different saves or a save and an attack roll), it's not strictly necessary IMO.
For spells, you're a little short at first level, having only three counting your Divine Magic spell, but you'll probably want one defensive spell, like mage armor or shield, one healing spell, like cure wounds or healing word, and one offensive or control/support spell, like guiding bolt, bless, or bane. Your limited spells known make it tempting to skip out on the defensive spell, but IMO 1st and 2nd level are the most dangerous levels for your character, so I personally wouldn't, but YMMV.
Guiding bolt is a great 1st level spell, radiant damage to hit. I would use it as your 'big gun' till you hit 3rd level.
Defense wise, get Shield. Saves your butt more than any other spell.
You get Cure Light Wounds for free, and those are your 1st levelled.
Cantrips:
Toll of the dead, a Wisdom save for 1d12 necrotic (if they are wounded, else 1d8). nice symmetry necrotic and Radiant
You want at least 2 of the best non-damaging cantrips: Guidance, Light (if you don't have darkvision this is almost neccessary), Mage Hand, and Minor Illusion. Can't go wrong with any of them.
That leaves 1 up in the air. I suggest an attack that can be used defensively. Gust does no damage, but it is a save or back up 5 ft spell. The rest do damage plus something else: Create bonfire works well to block a space, Frostbite grants disadvantage, and Ray of Frost reduces their speed by 10 ft.